In my experience there is no right answer, it all depends. :(

Like you mentioned, for *some* grooming tools, real-world scale is
preferred. But even that depends on whether the tools themselves where
designed around it, which isn’t necessarily the case. Rendering typically
assumes real-world scale, for things like subsurface scatter depth being in
centimeters. Simulation varies greatly, to my great surprise. nCloth
assumes *0.01x* with a default gravity of 9.8 cm/s as opposed to m/s,
Bullet assumes 1.0x and who knows what third-party solvers end up choosing.

For animation this problem is also ever present, in that translate versus
rotate curves in the graph editor appear at wildly different scales. E.g.
an arm rotated 20 degrees can cover the Y-axis of the editor, but then
display that alongside hip translation and you’ll end up either zooming in
or out like mad, obscuring the rotation.

So no matter how consistent you are, someone *will* end up suffering. It’s
an unsolved problem.

On Wed, 2 Jun 2021 at 09:57, Rudi Hammad <rudiham...@gmail.com> wrote:

>
> hey everyone,
> for a long a time I worked in 1:10 base scale in maya. So 10 cm units
> would actually represent 100 cm. If i remember correctly autodesk
> recommended that 1:10 scale based
>  [image: Capture.JPG]
> the image above show a character in 1:10 compared to 1:1. So it almost
> like maya is inviting you to work at 1:10 since the character looks nicely
> fitting the grid proportions.
> But talking with some groming artists(and having delt with groming myself)
> xgen works better in a 1:1 scale. With a 1:10 scale the settings are harder
> to tweak because they blow out of proportions inmediatly.
> What is your take on that on a personal or production level?
> Cheers,
>
> R
>
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